All the theory, all the knowledge, all the heartbreak and drama... starts here.
In 2012, XJ Randall started a blog to enhance his association with nature and with God. What he didn't know is that his venture into the unknown was expected for a very, very long time.

Sunday, January 19, 2014

Video Game Ideas: Spontaneously Generated Story Line Based On User's Bio-Feedback

01.19.201408:17 EST

This is just a brief note from one of my tweets.

What if I made a program based on bio feedback that controlled the reality to the graphics in the program...? This would mean the graphic reality would be different for each person. I was thinking of how we could all be consciousnesses next to each other in a room but when we are in the matrix we are separated by distance and time. So if we mimic this in a video game, the reality would be dependent upon 'consciousness' or each user's bio feedback. The 'knowledge' doesn't change, only the perception of it, which is different for each person. So the knowledge would be the basic program, most probably a self-augmenting / self-generating program that builds itself based on it's code. So an html page would be have to be auto intelligent and 'auto expanding' to behave in a way that is tailored to the user's bio feedback. This reminds me of DNA.

A simple example: in a video game, the world environment must be created, but it could be done in real time based off of user's brain waves. We could make interactive displays based off of bio feedback, like movies that are different in each sitting because the viewers are different. If a movie were shown in a theater, the program would react to the sum feedback of the entire room, giving different movie displays for different audiences.

Based on this, video games would not be so much about a preset story anymore, but what the basic story can evolve into. In many successful video game plots, the story starts at a beginning point (see graphic) and goes through layers similar to threads being woven in and out of each other. This is the reason they are successful, because they are aesthetic in nature, which is not to be confused with complex. A linear complex plot or story line that is not aesthetic will usually not be successful.

In the proposed video game plot / story line layout, we also see an interwoven 'drive' through the story that consequently makes it aesthetic, however this layout uses 'spontaneous interaction' based on biofeedback and A.I. ending in the result of having a story ending that is not preset, and ultimately, an infinite amount of different ways to end the game. I guess you could call this a sort of 'omni-setup': The story starts at a beginning center point and grows outward. Whereas in the linear, 'diamond', story setup, it is preset and always ends the way the game creators want it to.

The gist is, we create the 'DNA' or the 'knowledge' for a video game needed to propel it to grow out of itself, like a seed, all within the code of the video game. All that is needed for the seed to grow is the user.

In some of my next notes we could expand this even further to cell phones and other devices, that in the future will spontaneously generate content and remotely react based on our bio-feedback.